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Old 01-24-2008, 01:14 PM   #1
 
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Default A manual to Team Talk...

Since team talks play such a huge role in the game( try replaying a series of games changing your team talk and you will see) it would be great if SI or any1 here on the forum could tell us more about it. Its very hard to be always getting the right things said, and with one mistake you can say goodbye to a series of games(even if you are the favorite). I mean when ppl complain about the shot/ratio problem and losing to lower teams they should know that 50% of your team performance come from tactics and the other 50% come from team talks and morale. So if you are using a tactic for a long time without problem and your team starts a bad time it should be because of something you said. I know there are a thread on the tactics forum saying its a FAQ for that, but since team talk is very complex(takes in account the mentality of your team and of your player AND the status of the game) that thread isnt enough.
If anyone could make a serious manual about that would be appreciate and maybe that bunch of players that are quitting the game because they cant win from nothing will start to understand the game deepness
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Old 01-24-2008, 01:24 PM   #2
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I'd say it was a hard thing to try and explain, or put into a "manual".
You've got about seven or eight team talks.
Each player has a morale which could be one of seven things.
Then the players have different personalities, which give different reactions to your team talk. And even then, it depends what their current morale might be.
Too many possibilities I'd say.
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Old 01-24-2008, 01:33 PM   #3
 
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In Marc Vaughan his manual for FM2007 (it works for FM2008 as well), you'll retrieve the following about team talk:


Team talks

Half-time team talks are essential to undertake If you haven’t already set a precedent that you’re more of a tactician and leave the motivation to the assistant manager (ie. Set the option in ‘manager preferences’ to ‘Assistant Manager handles team-talks).

If you fail to do a team-talk without this option set then the players will presume you’re extremely upset with their performance as you’ve failed to even enter the dressing room, in extreme circumstances (ie. You’re 5-0 down in a local derby) this might motivate them to try harder, however in most circumstances it will just ensure they aren’t particularly happy with you.

The overall team mood you set for a team-talk should reflect how you believe a teams performance is going and acts as a guide for how you approach the teamtalk. When setting up a team-talk I tend to think in my head about how I’d approach such a situation in real-life.

For instance if my team is losing 1-0 at half time but have been playing well generally then I’d want to do a team talk which tells the team they’re performing well and to ‘keep at it’, I’d then pick out a player or two who have been doing exceptionally well during the match and set their performances as ones to be aspired to by their team-mates.

In game terms this is the equivalent of setting the team mood to ‘sympathetic’ and then setting the individual team talks for certain players to a positive level, i.e. ‘pleased’ or ‘delighted’.

If you follow this approach of considering how you’d do the talk in real-life you’ll probably find your talks go reasonably well and even inspire the occasional turn-around in a match (which can be incredibly satisfying).

If a team talk has had a large effect (either positive or negative) upon a player then you will sometimes be able to pick up on this by spotting certain commentary during a match (ie. Player ‘x’ appears to be fired up etc.). This is a useful guide for ascertaining how successful a team-talk has been on certain members of the squad.

It is important to note that there is no such thing as a ‘perfect’ team-talk and it is generally unavoidable that a talk which is very positive on some players might be lost on other members of the side.

If you set too many individual team-talks then this will dilute the overall team talk message to the squad.
If you set enough that one of the other options than the team mood is prevalent then this mood will replace the team mood setting (ie. If you set the team mood to ‘must try harder’ but set 7 players individual settings to ‘pleased’ then the effective overall team talk message to the squad is ‘pleased’.


A simple and safe way to use team-talks while getting to know your players. If you’re worried about using team-talks and their potential effects then I’ve indicated a relatively simple system below for giving out ‘sane’ talks to your team which should work reasonably well with most players, While it won’t help motivate people in an optimal manner it should help while you’re settling into the new game.


Match SituationPlayer RatingMoraleSuggested Talk
Doing WellBelow 7Above okayEncourage
Doing WellBelow 7Okay or belowEncourage
Doing Well7Above okayPleased
Doing Well7Okay or belowDelighted
Doing WellAbove 7Above okayPleased
Doing WellAbove 7Okay or belowDelighted
Doing OkayBelow 7Above okayEncourage
Doing OkayBelow 7Okay or belowEncourage
Doing Okay7Above okayPleased
Doing Okay7Okay or belowPleased
Doing OkayAbove 7Above okayPleased
Doing OkayAbove 7Okay or belowDelighted
Doing PoorlyBelow 7Above okayEncourage
Doing PoorlyBelow 7Okay or belowEncourage
Doing Poorly7Above okayEncourage
Doing Poorly7Okay or belowPleased
Doing PoorlyAbove 7Above okayPleased
Doing PoorlyAbove 7Okay or belowPleased

When using this table please ensure that you only set personal talks for around 3-4 players maximum, any more than that and you run the risk of spending too much time with individual players and diluting the effect of the overall team-talk.

A similar system can be employed for post-match team talks and each while not spectacular in effect will ensure a relative sanity to your team talks.

Cheers!
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Old 01-24-2008, 01:36 PM   #4
 
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Bad formatting, sorry...

Match Situation..........Player Rating.........Morale...............Suggested Talk

Doing Well...............Below 7...............Above okay...........Encourage
Doing Well...............Below 7...............Okay or below........Encourage
Doing Well...............7.....................Above okay...........Pleased
Doing Well...............7.....................Okay or below........Delighted
Doing Well...............Above 7...............Above okay...........Pleased
Doing Well...............Above 7...............Okay or below........Delighted
Doing Okay...............Below 7...............Above okay...........Encourage
Doing Okay...............Below 7...............Okay or below........Encourage
Doing Okay...............7.....................Above okay...........Pleased
Doing Okay...............7.....................Okay or below........Pleased
Doing Okay...............Above 7...............Above okay...........Pleased
Doing Okay...............Above 7...............Okay or below........Delighted
Doing Poorly.............Below 7...............Above okay...........Encourage
Doing Poorly.............Below 7...............Okay or below........Encourage
Doing Poorly.............7.....................Above okay...........Encourage
Doing Poorly.............7.....................Okay or below........Pleased
Doing Poorly.............Above 7...............Above okay...........Pleased
Doing Poorly.............Above 7...............Okay or below........Pleased
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Old 01-24-2008, 01:39 PM   #5
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it's all about trial and error imo. i went for a more negative approach in an 07 game, ie less encouragmaent, more whippings, and it worked most of the time. remember, team talks effect your attributes too, but once palyers see some sort of consistancy, they'll trust your judgement more.
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Old 01-24-2008, 01:45 PM   #6
 
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Quote:
Originally posted by Klimowicz:
it's all about trial and error imo. i went for a more negative approach in an 07 game, ie less encouragmaent, more whippings, and it worked most of the time. remember, team talks effect your attributes too, but once palyers see some sort of consistancy, they'll trust your judgement more.
Or use the table I provided...
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Old 01-24-2008, 01:53 PM   #7
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Quote:
Originally posted by Patrick.Bateman:
<BLOCKQUOTE>Originally posted by Klimowicz:
it's all about trial and error imo. i went for a more negative approach in an 07 game, ie less encouragmaent, more whippings, and it worked most of the time. remember, team talks effect your attributes too, but once palyers see some sort of consistancy, they'll trust your judgement more.

Or use the table I provided... </BLOCKQUOTE>

i started typing before you posted
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Old 01-24-2008, 01:55 PM   #8
 
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Quote:
Originally posted by Klimowicz:
<BLOCKQUOTE>Originally posted by Patrick.Bateman:
<BLOCKQUOTE>Originally posted by Klimowicz:
it's all about trial and error imo. i went for a more negative approach in an 07 game, ie less encouragmaent, more whippings, and it worked most of the time. remember, team talks effect your attributes too, but once palyers see some sort of consistancy, they'll trust your judgement more.

Or use the table I provided... </BLOCKQUOTE>

i started typing before you posted </BLOCKQUOTE>

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Old 01-24-2008, 02:12 PM   #9
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I noticed you stayed away from angry outbursts. A wise decision.
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Old 01-24-2008, 02:27 PM   #10
 
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seems like a good start, great job patrick.bateman !
I raelly wanted to see a in-depth guide, telling me about players and team personality and such, but that table helps a lot.
Also regarding about morale and pressure, when one of my strikers(top scorer) stops scoring for like 3 games, should I rest him? I tryed the "No Pressure" but havent worked and the supporters asked me to put him on bench after 15 hours without scoring :p
any suggestions? I have this problem a few times during the season...
Obs: my striker is 22 year old
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